[UNITY] I using broadcast(bc) but server only bc to 1 client itselft

SERVER CODE
onCreate (options: any) {

    this.setState(new State());

    this.setMetadata({
        str: "hello",
        number: 10
    });

    this.setPatchRate(1000 / 20);
    this.setSimulationInterval((dt) => this.update(dt));

    this.onMessage("cl_move_right", (client) => {
        const p = this.state.players[client.sessionId];
        this.broadcast("sv_move_right", p );
    })
}

// CLIENT (UNITY)
room.OnMessage<Player>("sv_move_right", (plaayer) =>
{
Debug.Log(player);
inputText.text += "__" + player.sessionId;
});

@lqvinh2 said in [UNITY] I using broadcast(bc) but server only bc to 1 client itselft:

SERVER CODE
onCreate (options: any) {

    this.setState(new State());

    this.setMetadata({
        str: "hello",
        number: 10
    });

    this.setPatchRate(1000 / 20);
    this.setSimulationInterval((dt) => this.update(dt));

    this.onMessage("cl_move_right", (client) => {
        const p = this.state.players[client.sessionId];
        this.broadcast("sv_move_right", p );
    })
}

// CLIENT (UNITY)
void RegisterRecMess()
{
room.OnMessage<Player>("sv_move_right", (plaayer) =>
{
Debug.Log(player);
inputText.text += "__" + player.sessionId;
});
}

async void OnMoveRight()
{
    await room.Send("cl_move_right");
}